Visual feedback on HUD

Started by Ruro, June 21, 2010, 10:06:26 PM

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frvge

Lagging? Dude, we're not Ubi... Bahahaha.

Ok... if you're in AUS and you are connecting to a server at the other side of the world... yes... Can't fix that. But we're trying to make it run smoother than CT.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cronky

I think it sucks even more when you're a spy, lagging, and cant kill (Or shock) anything...

...in a Deathmatch... (Blah Blah Blah, Yeah, Deathmatch is for Noobs. Shhhhhhh)
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Ruro

#17
I actually got a normal and fair feedback on my post, wtf am i dreaming? Is this really the infrawebs? :D
Well about this whole learning curve : its really about the map design i think. If you have like a tons of objectives which can unlock an other tons of objectives then yea its fun but it really strains your brain to play on a map like that when you just want plain fun.
Implementing some kind of minimap to the corner of the screen helps out in a way that its harder to get lost. With a map button and lets say a ping option like in an RTS you can even signal your mate to get to a position.
Also box hiding in mgs? That sound damn fun! Somebody already suggested empty trash containers and such for hiding spots in this forum as i recall it.
By the way what do you guys think about a dmg indicator (like a red splash at the bottom of the screen when you get hit from behind)?
Also this may be a little off but whats the setting for Project Stealth? I mean, is it present days, or alternative future?

Cronky

#18
Maps do have a learning curve. I love Deftec on CT more than any other map. I can probably traverse it with my eyes closed if I REALLY wanted to (and no Mercs were there), but it's only one part of the equation that is the games actual learning curve.

Stealth, Improvisation, Searching, Educated Guessing... It's all just kind of random things in the game that you only improve with experience.

-Anyone can hide in a dark corner, but only someone who's played the game for a while will know the likelihood that someone will search there instinctively.

-Anyone can guard an objective, but experience is the only way you can give a good guess on HOW they will try to get to said objective.

They take FAR more time then learning the layout of a map, but are also part of Learning The Map... aside from map design, but if you are coming into SvM with the thought of having Fun and being New then you might be disappointed (Unless you are playing with a friend you know well... or somehow find someone that will play along).

Fun with it (for me) comes depending on what I'm trying to do with a game. If I want to come out on top everytime, cause I derive fun from being #1... well... SvM isn't the first thing I think of. Halo may be more my speed. If I want to have a nice time with a friend, and don't care about winning or losing. That's when I start up a Match in Deftec. I'll stick with that for... whatever this beginning part was supposed to be...

The mini-map RTS style pinging... Could do something, but unless the Minimap is intricate, it'd probably go unused. I could easily just TELL my partner to go hide somewhere specific before s/he could decipher exactly where I was Pinging.

The directional splash... I don't see anything WRONG with it. It's in 90% of game now a days as is, but it'd have to be stylized right so that it didn't get in the way. (A game about detail get's a little cumbersome when you try to block some... even if it's for a good reason)

Project Stealth's Setting... I assumed was kinda Futuristic from what the spy looks like, but could believe present day. (Military Covert Ops Soldiers with High Tec Suits vs Mercenary Squads)

Metal Gear Online's Box Hiding... Oh it is one of the reasons I had to get a PS3. Hiding in a Box/Barrel... Setting a Magazine on the ground... Waiting for my Prey.

...Perhaps I wasn't the best teammate, and never went for objectives, but much like SvM... The stealth was all the fun I was wanting from it.
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Ruro

Quote from: Cronky on June 22, 2010, 02:10:40 AM
Project Stealth's Setting... I assumed was kinda Futuristic from what the spy looks like, but could believe present day. (Military Covert Ops Soldiers with High Tec Suits vs Mercenary Squads)

Damn how i would love it to be some kind of a realistic cyberpunk setting :P Also the spy could have a full body pulsing green light just like orbital frames in zoe... damn look at me blabbering nonsense...
And i dont play games to win, that plain stupid in my opinion (and the mentality of always wanting to win gives birth to cheaters who i really damn despise and hate)

Cronky

Quote from: Ruro on June 22, 2010, 02:45:06 AM
Quote from: Cronky on June 22, 2010, 02:10:40 AM
Project Stealth's Setting... I assumed was kinda Futuristic from what the spy looks like, but could believe present day. (Military Covert Ops Soldiers with High Tec Suits vs Mercenary Squads)

Damn how i would love it to be some kind of a realistic cyberpunk setting :P Also the spy could have a full body pulsing green light just like orbital frames in zoe... damn look at me blabbering nonsense...
And i dont play games to win, that plain stupid in my opinion (and the mentality of always wanting to win gives birth to cheaters who i really damn despise and hate)

With how open the background info for the game is... I'm pretty sure that if you pretend REALLY hard, it can be... for you. ;D

Plus if you get into Map Making, I'm sure you could pay Homage to ANYTHING you'd want. From the sounds of it... The Devs are counting on EVERYONE helping make the game better than it's foundation (as any good Community should).

Also glad to hear you can actually play a game without the NEED to win. Video games are an Entertainment, even losing should equal out to at least a little bit of it. Though Winning will always equal more.

SvM has always been a get together though (again, for me). Play with someone enough, and soon that virtual "Death" will be sot with REVENGE from your partner, instead of just bland objective-ing.
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tigaer

You could just shoot into ceilings and shit to find spies. No.

Cronky

Quote from: tigaer on June 22, 2010, 03:05:30 AM
You could just shoot into ceilings and shit to find spies. No.

That's kinda what it does now. Combining Visual Feedback with a Limited Supply of ammo (like frvge mentioned before), you don't have a LOT to just be shooting into ceilings for the hell of it.

If it's a guess though, and it happens to be right... it does come off as unfair. To Balance that sounds tough though. Since how can you balance blind luck?
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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tigaer

Quote from: Cronky on June 22, 2010, 03:12:28 AM
Quote from: tigaer on June 22, 2010, 03:05:30 AM
You could just shoot into ceilings and shit to find spies. No.

That's kinda what it does now. Combining Visual Feedback with a Limited Supply of ammo (like frvge mentioned before), you don't have a LOT to just be shooting into ceilings for the hell of it.

If it's a guess though, and it happens to be right... it does come off as unfair. To Balance that sounds tough though. Since how can you balance blind luck?

How about just not include the luck factor at all? Not having a feature like that wouldn't change anything in actual gameplay, having it just adds those problems.

AgentX_003

Quote from: Ruro on June 22, 2010, 02:45:06 AM
Quote from: Cronky on June 22, 2010, 02:10:40 AM
Project Stealth's Setting... I assumed was kinda Futuristic from what the spy looks like, but could believe present day. (Military Covert Ops Soldiers with High Tec Suits vs Mercenary Squads)

Damn how i would love it to be some kind of a realistic cyberpunk setting :P Also the spy could have a full body pulsing green light just like orbital frames in zoe... damn look at me blabbering nonsense...
And i dont play games to win, that plain stupid in my opinion (and the mentality of always wanting to win gives birth to cheaters who i really damn despise and hate)

im sorry but your idea of that wanting to win gives birth to cheaters  i guess in some ways is true but not entirely , everyone who didnt play rank was pretty much a legit player.


-Thanks Murdy for da Sig <3  xD

CurdyMilk

Quote from: frvge on June 22, 2010, 12:58:51 AM
I think it makes it too easy and can be seen as having an unfair advantage. Assuming a Merc has 120 bullets, of which he uses like 90 in real battles, he has 30 'free' shots at potentially discovering a Spy, without any risk. And that risk thing needs to be balanced. Searching for a Spy should leave the Merc open for a counter-attack by the second Spy, or a well-playing Spy in general.

This is just my opinion btw.
Limiting the bullet count gives a disincentive to shoot random shots.  Shooting also gives away the merc's position.  But I still agree that there are advantages.  This will be resolved with testing I assume.

Quote from: Ruro on June 22, 2010, 12:07:50 AM
But i think nobody would care about all this, because it seems the old CT ppl are just enough playerbase for the game and as i see it they just shut out all new ppl and shout them in the face NOOB. A really civilized way indeed.
We don't shut out new people; everyone is welcome.  However, making simplifications to the game for new people is not what we are looking for.  Just take splinter cell conviction for example.  That game was very simplified, and it turned out worse for those who have been with the series for awhile.  Freedom was limited. 
This game should be easy to learn but hard to master because every single game is different.  While experience is an advantage, every good player had to be noob at some point too.  Plus, everyone will be in the same boat when this is released.  I doubt that any SCCT players will have a distinct head start on everyone else.  Everyone will be noob in the beginning  ;D.  Perserverance is key.

Quote from: Ruro on June 22, 2010, 01:52:02 AM
Also this may be a little off but whats the setting for Project Stealth? I mean, is it present days, or alternative future?
Just look at the date for the map called Lakehouse.

AgentX_003

Quote from: CurdyMilk on June 22, 2010, 06:56:00 AM
Quote from: frvge on June 22, 2010, 12:58:51 AM
I think it makes it too easy and can be seen as having an unfair advantage. Assuming a Merc has 120 bullets, of which he uses like 90 in real battles, he has 30 'free' shots at potentially discovering a Spy, without any risk. And that risk thing needs to be balanced. Searching for a Spy should leave the Merc open for a counter-attack by the second Spy, or a well-playing Spy in general.

This is just my opinion btw.
Limiting the bullet count gives a disincentive to shoot random shots.  Shooting also gives away the merc's position.  But I still agree that there are advantages.  This will be resolved with testing I assume.

Quote from: Ruro on June 22, 2010, 12:07:50 AM
But i think nobody would care about all this, because it seems the old CT ppl are just enough playerbase for the game and as i see it they just shut out all new ppl and shout them in the face NOOB. A really civilized way indeed.
We don't shut out new people; everyone is welcome.  However, making simplifications to the game for new people is not what we are looking for.  Just take splinter cell conviction for example.  That game was very simplified, and it turned out worse for those who have been with the series for awhile.  Freedom was limited. 
This game should be easy to learn but hard to master because every single game is different.  While experience is an advantage, every good player had to be noob at some point too.  Plus, everyone will be in the same boat when this is released.  I doubt that any SCCT players will have a distinct head start on everyone else.  Everyone will be noob in the beginning  ;D.  Perserverance is key.

Quote from: Ruro on June 22, 2010, 01:52:02 AM
Also this may be a little off but whats the setting for Project Stealth? I mean, is it present days, or alternative future?
Just look at the date for the map called Lakehouse.

Oh the irony  i just mentioned that to someone else that perseverance was key today...... O_o


-Thanks Murdy for da Sig <3  xD

frvge

PS is situated in the near future. However, we didn't specify a background story, so you can make up anything you want as a mapper. A castle where the Spies and Merc teleported to?
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cronky

#28
Quote from: tigaer on June 22, 2010, 03:33:31 AM
Quote from: Cronky on June 22, 2010, 03:12:28 AM
Quote from: tigaer on June 22, 2010, 03:05:30 AM
You could just shoot into ceilings and shit to find spies. No.

That's kinda what it does now. Combining Visual Feedback with a Limited Supply of ammo (like frvge mentioned before), you don't have a LOT to just be shooting into ceilings for the hell of it.

If it's a guess though, and it happens to be right... it does come off as unfair. To Balance that sounds tough though. Since how can you balance blind luck?

How about just not include the luck factor at all? Not having a feature like that wouldn't change anything in actual gameplay, having it just adds those problems.

As much as I'd like to agree with you, that's almost the whole point of this thread (if we are going by the title), plus is something already in CT... to which this Game is based upon.

No visual red blink means you NEVER know if you hit, while seemingly minor in comparison to things like... actually hitting the spy in general, it's something you should have simply for usability. Again, limited ammo didn't mean that Mercs in CT were just blind firing constantly in hopes to find Spies, but the blind luck of Guessing Right SEEMS unfair, when in actuality it's just a coincidence you were right.

(Happens about 1 case in 100,000 probably) If you never had that happen to you, then that is more to the point of it not being GAMEBREAKING.

EDIT: It might actually be unbalanced to not have it... OR it could only be on certain things like... Sniper Mode... Grenades... Mines... and things of the sort, but normal fire is subject to exclusion. Since somehow it was balanced in CT as so the example set before of "Faking out a Merc" (He shoots, HITS you, but you don't move then he walks away) actually was possible.
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Gawain

best solution:
-blood splatter when hit (hit indicator only for for visible targets)
-no hit indicator besides that
-no death message, no life counter

we actually discussed that before, and this solution would make everything way more interesting and balanced. if i remember correctly, mr.mic favored this approach, too.